Only 5 days left until SOMA is released into the wild, so figured it was due time we had a thread answering any questions you might have. We cannot answer every question (due to spoilers, etc), but do not let that stop you from asking
Any answered questions will also appear in this first post to make it easier for people to join in.
(EDIT: that turned out to be more work than I first thought, so will skip it for now, might go over later)
But before we join here are some quick answers to the most common questions:
- $30 on PC & PS4 (can't say regional prices)
- ~10 hours of playtime (as high as 14 for some)
- Live on Steam 22nd, 9.00 CET / 0.00 PDT
- US and EU region stores for PS4
- PC Mod tools available at launch
- Steam Workshop support.
- For review copies, contact http://www.evolve-pr.com/
- Translations (text only): FRA, SPA, ITA, GER, BRA, RU
- No VR at launch
- Digital only
- No PS4 pre-order
- Mac and Linux on launch.
With that out of the way, let the asking begin!
QUESTIONS ANSWERED:
Spoiler below!
(09-17-2015, 06:54 PM)Neelke Wrote: Well this is more of a development question, but how many more scripts have been added into HPL3? Maybe you could even provide some examples? :3
TONS! I think the major thing is that you now have access to most the underlying C++ framework, so it is very easy to make new functions if you like. In fact many of the script functions that look like the amnesia (eg Entity_SetActive) are in fact scripts themselves! So the possibilities are far greater this time around.
Do note that script can be just as simple or complex as you like. You can only go for the standard Amnesia style scripting, or you can access engine classes directly and do matrix transformation and all sorts of crazy stuff.
It is my hope that we get a lot of user made helper functions too. It is really easy to do. People can just write a file with a lot of functions and then other modders can simply include that at the top of their file. Sam, our audio lead, even did generic sound events this way, and much of the GUI works this way too. So it is quite powerful, yet simple for those that want it to be.
(09-17-2015, 07:00 PM)TheTieMan Wrote: I have several questions:
1. How many monsters there are? (just wanna know the number, nothing more than that.)
2. Is there more than one ending to the game?
3. What is the max SSAO samples number? (16, 32..)
4. Will you be able to throw boxes on enemies? :3
1) Secret
2) Afraid, cannot answer that either. But can confirm that game doesn't have any major branching. Just more local changes, although some choices are effects later on.
3) 12 I think. The algorithm is quite different too, more infor here: http://frictionalgames.blogspot.se/2014/...-blur.html
4) Yeah, but it often not wise to do so
(09-17-2015, 07:01 PM)silfrus Wrote: 1. How is the way to save the game?
2. Game has inventory?
1) There will be Save and Exit and then I wanna be vague about the other stuf.
2) A simplified one. It is not like in Amnesia. SOMA lack resources and inventory management, but make up for it in other ways (like more things in the environment that fill similar purposes).
(09-17-2015, 07:04 PM)brus Wrote: 1)Do you consider making DLC/expansion after the release?
2)(if it's not spoiler) that EMP throwable bomb you mentioned before in ultimate thread, will it be integrated directly in the gameplay or via the mod ?
3)Will an player have option to hide in compartments and peek?
1) Perhaps Depends on how well the game sells.
2) The EMP was in the design for an old map. It is no longer used.
3) Yes.
(09-17-2015, 07:06 PM)Paddy™ Wrote: About SOMA
In April 2014, it was stated by previewers that SOMA has no inventory. In the videos from E3 2015, the on-screen hints remind players how to access their inventory. Can you elaborate on what form the inventory actually takes in the game?
Is there any cast list we can see showing the actors who voiced the game?
You mentioned that EMPs were once in the game, does this mean that the enemy characters still have death sounds/animations that can be used by modders?
About Depth
Will the film be released along with the game on the 22nd?
If so, do you recommend watching the film before playing the game?
Will there be a theatrical showing of the film, as suggested by the technical specifications on IMDb?
Any plans for DVD/Blu-ray releases of the films?
About Frictional
Do you have any ideas about what your next project will be?
1.1) It works pretty much like in walking dead. You draw an item when you are near a place where it makes sense to use it. Can press a button to see what you currently have.
1.2) It's in the credits. Complete the game or do some sleuthing in the files
1.3) Can't recall. Might be for one.
2.1) No.
2.2) Might be.
2.3) No plans from our end.
3.1) Yes
(09-17-2015, 07:07 PM)Celjz Wrote: 1. Thomas! What are some of you favorite horror-movies?
2. Was this game (SOMA) the original plan ever since you guys finished your last project? (Has there been any scrap-projects you can tell us about?)
3. What do you think is the biggest improvement about SOMA compared to the last games?
4. How do you guys come up with ideas? (How do you like to "brainstorm"?)
1) Coherence most recently.
2) No. But was some ideas for simpler projects (eg Amnesia DLC) if Amnesia didn't sell that well.
3) Production values (sound, writing, art, voice overs, music, tech-wise, everything!), narrative delivery and bringing forward the central themes in a much better fashion.
4) They are hidden a dark, evil place that we bring out through strange rituals. More seriously, most ideas come through lots of iteration.
(09-17-2015, 07:15 PM)TheDoctorPoo Wrote: Will there be commentary and if not will you be able to make a commentary object in-game?
Afraid not Would love to have but time ran out. Perhaps later on, have to see what we have stamina for
(This post was last modified: 09-17-2015, 07:55 PM by Thomas.)
(09-17-2015, 06:54 PM)Neelke Wrote: Well this is more of a development question, but how many more scripts have been added into HPL3? Maybe you could even provide some examples? :3
TONS! I think the major thing is that you now have access to most the underlying C++ framework, so it is very easy to make new functions if you like. In fact many of the script functions that look like the amnesia (eg Entity_SetActive) are in fact scripts themselves! So the possibilities are far greater this time around.
Do note that script can be just as simple or complex as you like. You can only go for the standard Amnesia style scripting, or you can access engine classes directly and do matrix transformation and all sorts of crazy stuff.
It is my hope that we get a lot of user made helper functions too. It is really easy to do. People can just write a file with a lot of functions and then other modders can simply include that at the top of their file. Sam, our audio lead, even did generic sound events this way, and much of the GUI works this way too. So it is quite powerful, yet simple for those that want it to be.
(09-17-2015, 06:54 PM)Neelke Wrote: Well this is more of a development question, but how many more scripts have been added into HPL3? Maybe you could even provide some examples? :3
TONS! I think the major thing is that you now have access to most the underlying C++ framework, so it is very easy to make new functions if you like. In fact many of the script functions that look like the amnesia (eg Entity_SetActive) are in fact scripts themselves! So the possibilities are far greater this time around.
Do note that script can be just as simple or complex as you like. You can only go for the standard Amnesia style scripting, or you can access engine classes directly and do matrix transformation and all sorts of crazy stuff.
It is my hope that we get a lot of user made helper functions too. It is really easy to do. People can just write a file with a lot of functions and then other modders can simply include that at the top of their file. Sam, our audio lead, even did generic sound events this way, and much of the GUI works this way too. So it is quite powerful, yet simple for those that want it to be.
1)Do you consider making DLC/expansion after the release?
2)(if it's not spoiler) that EMP throwable bomb you mentioned before in ultimate thread, will it be integrated directly in the gameplay or via the mod ?
3)Will an player have option to hide in compartments and peek?
(This post was last modified: 09-17-2015, 07:13 PM by Radiance.)
In April 2014, it was stated by previewers that SOMA has no inventory. In the videos from E3 2015, the on-screen hints remind players how to access their inventory. Can you elaborate on what form the inventory actually takes in the game?
Is there any cast list we can see showing the actors who voiced the game?
You mentioned that EMPs were once in the game, does this mean that the enemy characters still have death sounds/animations that can be used by modders?
About Depth
Will the film be released along with the game on the 22nd?
If so, do you recommend watching the film before playing the game?
Will there be a theatrical showing of the film, as suggested by the technical specifications on IMDb?
Any plans for DVD/Blu-ray releases of the films?
About Frictional
Do you have any ideas about what your next project will be?
(09-17-2015, 07:00 PM)TheTieMan Wrote: I have several questions:
1. How many monsters there are? (just wanna know the number, nothing more than that.)
2. Is there more than one ending to the game?
3. What is the max SSAO samples number? (16, 32..)
And last for now:
4. Will you be able to throw boxes on enemies? :3
1) Secret
2) Afraid, cannot answer that either. But can confirm that game doesn't have any major branching. Just more local changes, although some choices are effects later on.
3) 12 I think. The algorithm is quite different too, more infor here: http://frictionalgames.blogspot.se/2014/...-blur.html
4) Yeah, but it often not wise to do so